Overview
Black Blue Green Midrange deck. Does really well against aggro decks if played right and very well against most others.
Card list and their mana cost
W = White, U = Blue, B = Black, R = Red, G = Green, Number = Colorless.
1x Harbinger of the Tides (UU)
2x Undercity Troll (1G)
3x Gatecreeper Vine (1G)
3x Telling Time (1U)
3x Disperse (1U)
3x Jorubai Murk Lurker (2U)
1x Nissa, Vastwood Seer (2G)
2x Reclamation Sage (2G)
3x Bounding Krasis (1GU)
2x Calculated Dismissal (2U)
3x Read the Bones (2B)
1x Erebos’s Titan (1BBB)
3x Inspiration (3U)
1x Bone to Ash (2UU)
2x Languish (2BB)
1x Disciple of the Ring (3UU)
2x Outland Colossus (3GG)
2x Necromantic Summons (4B)
2x Woodland Cemetery
2x Drowned Catacomb
2x Hinterland Harbor
6x Islands
5x Swamp
5x Forest
0: 0 cards
1: 0 cards
2: 12 cards
3: 14 cards
4: 7 cards
5: 5 cards
+6: 0 cards
Blue: 20 cards
Black: 8 cards
Green: 13 cards
Overall Tactic
Midrange decks are a combination of aggro and control decks. With this deck you want to keep yourself alive with Murk Lurkers, Bounding Krasis and Child of Nights untill you have the mana able to play Outland Colossus, Disciple of the Ring and Erebos’s Titan to finish the job. All the while you use draw spells to thin out your deck, bounce dangerous stuff with disperse and clear the board with languish.
You want to aim for 3-4 lands or 2-3 lands and 1-2 Gatecreeper Vine. This is a mana expensive deck and you wouldn’t want to be stuck on 3 mana as you would get rolled by Aggro decks then. Other than the 3-4 mana you want atleast 1 sort of draw engine. Preferably Telling Time, but Read the Bones or Inspiration will do as well. Now for your last 2-3 cards you want either more draw engines or some cheap creatures such as Child of Night or Jorubai Murk Lurker
Depending on what you’re playing against you want to do different things.
If you’re playing an aggro deck you will want to get to drawing out your deck as fast a possible to dig for an languish, while trying to survive the onslaught of Elfs/Myrs/Goblins/Flyers. Usually a Jorubai Murk Lurker will be able to tank most stuff and regain you some health if you have a swamp out. Getting an Erebos’s Titan or an Outland Colossus out early will also help a great deal if you can give it lifelink with the Murk Lurker.
Playing against an Aura deck, you want to pocket as many Disperses as possible. Again you would like to dig for Languishes which hopefully will be able to clear the board, even if your opponent has buffed your creatures. If he is a noob, he might go all in on a double strike creature and waste all his buff on that one creature. Try and let him buff it up as much a possible before you disperse it then. AND REMEMBER, DISPERSE ON THE ENEMIES TURN, UNLESS YOU DONT WANT A CERTAIN CREATURE TO UNTAP.
Midrange and Ctrl decks you want to get cheap creatures, such as Child of Night out as fast as possible and try to aggro him down.
Your midgame usually starts after you have languished for the first time.
If you’re playing against an aggro deck and have a second languish, try and let him rebuild his board a bit. If not focus on regaining any lost health and getting him lower. If your opponent starts rebuilding his board, slow down dmg on yourself by playing Bounding Krasis before his attack phase and tab his bigger creatures.
Your endgame you should get some big creatures down, Outland Colossus and Disciple of the Ring, as you can tab/untab creatures with the Disciple to let the Outland Colossus in to hit. You should generally save Necromatic summons for your Disciple, but in some cases reviving an Outland Colossus is an option.
Reasoning behind card choices
Here are the main reasons the different cards are in this deck and how to use them.
A good mid to late game card, works really well agaisnt enchantment decks and it’s always nice to be able to flash in during someones attack step, bounce one creature and maybe suprise block another.
A good early game creature, decent for blocking against aggro decks as you can regenerate it. Also if it becomes renown it is out of range of most red aggro creatures range.
Good early game drop, and can really save the day by fixing your mana in mid/late game. Also good for just thining out the mana of your deck late game.
Draw one card, fix your next drawstep and put something on the buttom, what more is there to say?
Really good against Aura decks, as all auras attached to a creature will go to the graveyard when bounced. Can also help you prolong the match be bouncing attackers or even save one of your creatures from a destroy spell or your own languish.
The backbone of the Early/midgame, he is there to block and get you health. Having a swamp in play means it’s a 2/4 that can give lifelink to target creature. Having that 4 toughness means it can block pretty much all aggro creatures.
Really good midgame if you have 6+ mana on the board. Meaning you can play her, drop a mana, and use the planeswalker to either draw a card / get a land drop or to make her spawn a 4/4 elemental. People also tend to do everything they can to kill off your planeswalkers, so she is kind of a meatshield. If not its an extra draw each turn for you 😛
Here to counter Aura decks and Artifacts
Good to tab out nasty creatures and prolonging the game untill you can do something more usefull. You usually only want to play this guy before the opponents attack step or on his endstep. In rare cases you might want to tap something on your own town, such as to get an Outland Collossus proc.
Here to slow down other peoples midplay or perhaps counter some really big stuff lategame, while giving you a scry 2. Sometimes it can be worth countering something that a person can pay through, just to get the scry and tabbing his mana.
Cheap draw engine that lets you decide if you want to draw the 2 top cards or the next 2. Used to get those languishes and other ctrl stuff you might need.
Here for the endgame and the rare cases you can drop him turn 4. Also really good after you’ve just cleared the board with a languish, as he is invincible as long the opponent doesnt control any creatures. If he does end up dying, you might get him back if the opponent uses a grave digger or a necromatic summons / Rise from the Grave
Draw engine that you would usually want to play on the opponents end phase, keeping up mana for other spells. Can be on your own turn if you’re desperate for a languish or another card.
Here to counter and lategame creatures and give you a card 😀
Probably the second most important card in the deck. Here to clear aggro players board.
The most important card, you want this in your endgame and a ♥♥♥♥♥♥♥ of sorceries/instants in your graveyard. You can tab out you oppenents creatures so they can’t attack/block, untap your own, buff her for more dmg or for here to survive a languish, and counter non-creature spells unless the opponents pays 2. All for the price of 1 mana and exiling one sorcery/instant card in your graveyard.
Your endgame killers, coupled up with a Disciple of the Ring you can almost always be sure that you can get hit offs on the other player. The opponent also cant stack his creatures on it making it very hard to kill. Can also be used midgame as a blocker or just a bit of aggro. Sometimes it can be worth playing this before your Disciple as to bait out any kill spells
Here to revive your Disciple, Outland Colossus and/or any good creatures your opponent might have. You should almost always save this untill there is something really good to revive, dont waste it on a Goblin Arsonist!